Nessa Posted March 19, 2023 Posted March 19, 2023 12 hours ago, assassin394 said: I see. So without the patch this mod will revert NPC appearances to vanilla? Thank you for making all these patch. Curious question. Can I just load Pandorables and Kalilies after this mod? If this mod change any other NPC in the future they all will required a patch as well? You could load them lower true, but they wouldn't retain the changes made by this mod. They would however not look like trolls. ?
assassin394 Posted March 19, 2023 Posted March 19, 2023 (edited) 4 hours ago, Nessa said: You could load them lower true, but they wouldn't retain the changes made by this mod. They would however not look like trolls. ? "they wouldn't retain the changes made by this mod" Do you mean only appearance, or the dialogue added by this mod won't work also? I won't use this mod if it make NPC looks like troll again Edited March 19, 2023 by assassin394
Nessa Posted March 19, 2023 Posted March 19, 2023 17 hours ago, assassin394 said: "they wouldn't retain the changes made by this mod" Do you mean only appearance, or the dialogue added by this mod won't work also? I won't use this mod if it make NPC looks like troll again Actually I can't even remember what needed changing. ? (I make a lot of patches!) But if you load Pandorables et al. below this mod, they won't be trolls. But may lose ... whatever it is this mod did to them. ?
assassin394 Posted March 20, 2023 Posted March 20, 2023 On 3/2/2023 at 1:17 AM, Penniparaso said: The new update seems buggy, I accept two quest from the board and they both only have marks but no dialogue. Please give a fix. I'm having the same problem. Sadly
WandererZero Posted March 20, 2023 Posted March 20, 2023 2 hours ago, assassin394 said: On 3/1/2023 at 12:17 PM, Penniparaso said: The new update seems buggy, I accept two quest from the board and they both only have marks but no dialogue. Please give a fix. I'm having the same problem. Sadly Yeah. There's a problem with some missing race records. I provided a solution for this here. There's two ways to solve the issue, using the file I have provided. The mod author seems to have gone a bit MIA. Happens sometimes. Not a worry. Read up on the bug, and apply the fix using whichever method you're comfortable with. Cheers. ? 2
assassin394 Posted March 20, 2023 Posted March 20, 2023 26 minutes ago, WandererZero said: Yeah. There's a problem with some missing race records. I provided a solution for this here. There's two ways to solve the issue, using the file I have provided. The mod author seems to have gone a bit MIA. Happens sometimes. Not a worry. Read up on the bug, and apply the fix using whichever method you're comfortable with. Cheers. ? Thanks. I have a question though. From your post it seems that there is a problem with missing race edit in 1.4 and from the picture you post. Its monster race edit. Problem is I can't talk to human as well. Accept Tarven quest can't talk to patron. Horse quest can't talk to stable master....etc. Does your patch fix that?
WandererZero Posted March 20, 2023 Posted March 20, 2023 38 minutes ago, assassin394 said: Accept Tarven quest can't talk to patron. Horse quest can't talk to stable master....etc. Does your patch fix that? Nope. Do not believe so. It just fixes the problem where creature/monster races cannot respond. That said: have you tried starting a new game? This mod has a few...oddities. One of which is it does some "run once" things when starting a new game. For instance, updating to 1.4 will not post the new missives to the board...things like that. I don't know specifically if that kind of an issue would be affecting you here, but it's worth a try to start a new game. As I said, this mod has more than a few oddities about it. I can't be specific, because I honestly haven't investigated any of the other little issues that I or others have seen, so I can't comment to that. I just threw up the patch I made, cause...I didn't feel comfortable releasing a new full ESP with the patch applied and...I was trying to solve one (game breaking) issue (among others) that I was having. I'm not the mod author, but...maybe this weekend, if I have some time...I'll look into this as well. No guarantees though. Either way, as I said before...try a new game if you haven't already.
Dinaxty Posted March 29, 2023 Posted March 29, 2023 On 8/31/2022 at 7:29 AM, GhostRidr said: Just installed this, the quest started up upon starting the game, went to the temple and chose a deed (farengar) after reading it said to talk to farengar but no quest marker (I only bring that up not because I need help finding farengar lol but upon trying a different deed the hemming black briar it put a quest marker on him so not consitant) well upon going to farengar he had no dialogue. I thought maybe it was the voice pack posted in the comments so I exited game disabled the voice pack and started a save b4 installing dirty deeds. Again quest started normal grabbed the deed got sent to farengar and still no dialogue. I grabbed hemming deed and it gave quest marker to him but he has no dialogue either. Grabbed the guards deed, quest says to talk to a guard and all the guards I tried, you guessed it No Dialogue. Cool Idea but it seems it still needs some polishing up (Mod just came out so bugs can be expected). The mod is dead last in my load order. I'm not the only one having this issue it seems or I would think it may only be on my end. Same problem here
Donnerskinde Posted March 30, 2023 Posted March 30, 2023 On 2/22/2023 at 6:58 AM, WandererZero said: So, after verifying that the 1.4 mod had no race edits in my previous post, this morning I dove into xedit. The result: SL Dirty Deeds Missives Race Edits.7z 1.64 kB · 82 downloads So, I dumped out the race edits from 1.33 into a new esp. You can use this in one of two ways: 1. You can simply drop this into your load order, and place it last, and definitely after the Dirty Deeds Missives ESP. Or, if you know your way around xedit... 2. You can copy the records of this esp into the 1.4 version of the mod. This is what I've done and tested. Using method two, went out...calmed a giant and bippity boppity boo, the dialog works properly. So, if you're running into this particular bug, have at it. Either way, it works as intended. Hooray for .... things. Cheers. Hi, I've been banging my head against ssedit to try and figure out the seeker race entry and how to add it to the list, but I cannot seem to get it done, any chance I could impose on you to add it for all of us hopeless rubes?
WandererZero Posted March 30, 2023 Posted March 30, 2023 8 hours ago, Donnerskinde said: Hi, I've been banging my head against ssedit to try and figure out the seeker race entry and how to add it to the list, but I cannot seem to get it done, any chance I could impose on you to add it for all of us hopeless rubes? Not anytime soon I'm afraid. In a few hours I am heading out on a 4 day vacation for my son's birthday. Won't be back till Saturday evening sometime, then spending the rest of the weekend with my other kids. Additionally, I'd need to fix my CK installation, and update my xedit. I might be able to look into it on Monday at the earliest...more than likely Tuesday or Wednesday. But, all of that is kind of irrelevant because... What you're asking me to do starts to venture into the territory of "Mod Author Responsibility". I am not entirely comfortable doing what amounts to an updated version of someone else's mod. I released the patch...but that's all it was, a record overwrite patch of existing records from the previous version as a standalone patch esp. Doing what you ask amounts to adding new records, testing them, etc. To play it safe, even if I did add a seeker record, test it, and do all of that...not sure I'd be comfortable releasing it....not without the author giving permission to do so anyway. I don't really know @QuestWave, and while they've been MIA for awhile...I make it a point not to step on the toes of the original creators. If this were say, a language overwrite mod...or even a mod I personally worked on with an author...then, no problem. Barring that, I will err on the side of caution, because anyone who's ever delved into modding knows that you can never judge the mind of another. Some modders don't care. Some lose their minds if someone so much as hints at adding a record to change the color of something, to say nothing of adding functionality. So, this is just a personal policy to keep my own nose clean, and drama free. There's enough mod drama on Nexus and LL as it is. I try not to add to it. As much as I would love to help....there's a few too many factors at play with this mod (Missing Author, also the author was posting this to patreon, so...I wouldn't do anything to futz with it if they're trying to get paid for their work, etc) I just won't do it in this instance. I hope you can understand, and I am sorry. That said: keep trying to add the record. Seek help on the LL Discord and other sources. Trust me, everyone who's ever done modding has been there....where everything you do seems to add 12 different fuckups and you get frustrated. I've been there, and I am not even a top tier mod author. I mainly do little stuff for myself...or small out of the way stuff for people who might find it useful. Cheers, and Good Luck. ?
Donnerskinde Posted March 30, 2023 Posted March 30, 2023 2 hours ago, WandererZero said: Not anytime soon I'm afraid. In a few hours I am heading out on a 4 day vacation for my son's birthday. Won't be back till Saturday evening sometime, then spending the rest of the weekend with my other kids. Additionally, I'd need to fix my CK installation, and update my xedit. I might be able to look into it on Monday at the earliest...more than likely Tuesday or Wednesday. But, all of that is kind of irrelevant because... What you're asking me to do starts to venture into the territory of "Mod Author Responsibility". I am not entirely comfortable doing what amounts to an updated version of someone else's mod. I released the patch...but that's all it was, a record overwrite patch of existing records from the previous version as a standalone patch esp. Doing what you ask amounts to adding new records, testing them, etc. To play it safe, even if I did add a seeker record, test it, and do all of that...not sure I'd be comfortable releasing it....not without the author giving permission to do so anyway. I don't really know @QuestWave, and while they've been MIA for awhile...I make it a point not to step on the toes of the original creators. If this were say, a language overwrite mod...or even a mod I personally worked on with an author...then, no problem. Barring that, I will err on the side of caution, because anyone who's ever delved into modding knows that you can never judge the mind of another. Some modders don't care. Some lose their minds if someone so much as hints at adding a record to change the color of something, to say nothing of adding functionality. So, this is just a personal policy to keep my own nose clean, and drama free. There's enough mod drama on Nexus and LL as it is. I try not to add to it. As much as I would love to help....there's a few too many factors at play with this mod (Missing Author, also the author was posting this to patreon, so...I wouldn't do anything to futz with it if they're trying to get paid for their work, etc) I just won't do it in this instance. I hope you can understand, and I am sorry. That said: keep trying to add the record. Seek help on the LL Discord and other sources. Trust me, everyone who's ever done modding has been there....where everything you do seems to add 12 different fuckups and you get frustrated. I've been there, and I am not even a top tier mod author. I mainly do little stuff for myself...or small out of the way stuff for people who might find it useful. Cheers, and Good Luck. ? It's all good, thank you for responding to me, it's appreciated. Have an awesome vacation!!
libertyordeath Posted March 31, 2023 Posted March 31, 2023 Is the Missives Board Replacer actually needed, or does the dev just want players to use it real bad?
whatthehellisthis Posted March 31, 2023 Posted March 31, 2023 (edited) Can't target calmed animal, anyone else encountered that bug? edit: it was the race edit some lovely soul provided in comments before. Edited April 2, 2023 by whatthehellisthis
whatthehellisthis Posted April 2, 2023 Posted April 2, 2023 On 3/31/2023 at 4:28 PM, libertyordeath said: Is the Missives Board Replacer actually needed, or does the dev just want players to use it real bad? I dont use it and it the mod works.
QuestWave Posted April 4, 2023 Author Posted April 4, 2023 (edited) Hey everyone, thanks for the feedback! I am setting up my development environment on a new hard drive, and gearing towards working on the next expansion. Something to help those having other issues: If you have updated from a previous version of Dirty Deeds -- it's imperative that you either start a New Game, or perform a full reset of the script mod. To fully reset a script mod, you must disable it, load and save your game, then enable the mod again. Edited April 4, 2023 by QuestWave 2
QuestWave Posted April 4, 2023 Author Posted April 4, 2023 (edited) On 3/31/2023 at 7:28 AM, libertyordeath said: Is the Missives Board Replacer actually needed, or does the dev just want players to use it real bad? It is a good mod, without as much visibility as it deserves, but I have it set to 'required' primarily because it adds Missive Boards to Solstheim and some villages. The regular Missives mod only adds boards to Skyrim's main cities. I have two Deeds that are only available from the mod's Solstheim Missive board (Seekers and Reiklings), with others drafted for the future. I think I may also have some that rely on the villages' boards, regarding local residents. Edited April 4, 2023 by QuestWave
QuestWave Posted April 4, 2023 Author Posted April 4, 2023 (edited) @WandererZero thanks for helping troubleshoot the Creature Dialogue issue. I've just uploaded version 1.4.1, which hopefully fixes this for you all. It was a problem to do with how I packaged the expansion for public release. I neglected to include an updated script file that was integral to how the Creature Dialogue 'Player Dialogue Enabled' setting now functions. It was a small, 4-lines-of-code change, but integral. In 1.4.0, I replaced the direct Race edits (which you correctly identified as missing through SSEdit). Instead, I now use a script-delivered method to set that flag. So the Race edits were eliminated, but I forgot to add what I replaced them with! Version 1.4.1 includes the most up-to-date version of the "dd_q0_DirtyDeedsQuest.pex" script, which is where the trouble was. Edited April 4, 2023 by QuestWave 3
GremlinSleeperAgent Posted April 4, 2023 Posted April 4, 2023 Hey, I noticed you have outlines around the characters but not anything else? If you wouldn't mind, could you give me a mini tutorial? Another mod author has a similar effect here but I haven't been able to get it to work, which I assume is because they are on Oldrim, so their enb files wont work with my AE/SE stuff. Anyways, thanks for the update, that bug has been a bit of a pain!
Sevipah Posted April 4, 2023 Posted April 4, 2023 32 minutes ago, WilliamTheGirl said: which I assume is because they are on Oldrim Yeah that's correct. Unfortunately my preferred ENBs are not available for SE/AE and I've looked for hours to find something similar a few years back when I wanted to mod SE but without luck. I'm currently doing the documentation for a fresh mod setup on AE and have looked for it again. This is what I have found: https://www.nexusmods.com/skyrimspecialedition/mods/85377?tab=posts According to the Author's reply to SofieIsGrey's comment, Silent Horizons ENB has that cel-shading effect I was looking for. I can't confirm it as I have not yet modded my game but I hope this is actually true. There's also "Hel's Cel Shading 2" to which I actually linked towards. Other than that, I think there's still the option of using Reshade with the built-in "Cartoon-shader" option. Not sure about that either though since I've never actually used Reshade. Oh and thank you QuestWave for creating this mod. It's exactly what I've been looking for. Definitely going into my modded setup.
Mad Unikorn Posted April 4, 2023 Posted April 4, 2023 23 hours ago, QuestWave said: @WandererZero thanks for helping troubleshoot the Creature Dialogue issue. I've just uploaded version 1.4.1, which hopefully fixes this for you all. It was a problem to do with how I packaged the expansion for public release. I neglected to include an updated script file that was integral to how the Creature Dialogue 'Player Dialogue Enabled' setting now functions. It was a small, 4-lines-of-code change, but integral. In 1.4.0, I replaced the direct Race edits (which you correctly identified as missing through SSEdit). Instead, I now use a script-delivered method to set that flag. So the Race edits were eliminated, but I forgot to add what I replaced them with! Version 1.4.1 includes the most up-to-date version of the "dd_q0_DirtyDeedsQuest.pex" script, which is where the trouble was. Just made the mod reset you told and got rid of the older version, still got no dialogs when talking to creatures. I had a few creatures working with Wandererzero patch and now they arent working anymore, like wolfs and giants.
QuestWave Posted April 6, 2023 Author Posted April 6, 2023 On 4/4/2023 at 10:04 AM, WilliamTheGirl said: Hey, I noticed you have outlines around the characters but not anything else? If you wouldn't mind, could you give me a mini tutorial? Another mod author has a similar effect here but I haven't been able to get it to work, which I assume is because they are on Oldrim, so their enb files wont work with my AE/SE stuff. Anyways, thanks for the update, that bug has been a bit of a pain! Unfortunately I don't have that effect installed anymore, but I am pretty sure it either came from ENB or ReShade, likelier ENB. I believe there was a setting somewhere for outlining... It was really neat! Fish around in the ENB settings, I'd be curious if you can confirm that's where it is.
QuestWave Posted April 6, 2023 Author Posted April 6, 2023 (edited) I have tremendous news! I've been successful in integrating Followers into the mod. Thus the Followers expansion is released! Due to the labor involved, I've decided to release this as Patron-only. The current public version of the mod will always remain free, but from today I will be offering further development of my mod exclusively to Patrons. Click here to join. Please take advantage of the discounted tier I've created, which is at $9 CAD for the first 12 subscribers. I know you've all been impressed by the quality of the mod so far, and this latest expansion truly takes us beyond amazing! Expansion 2: Followers I've been asked to provide more features for players who prefer to play as straight males in-game. Previously, the mod expected you to play as a Female character. Now, you can have your Follower perform Dirty Deeds for (and with) you. Now, you can prostitute your Follower using Dirty Deeds! But that's not all! You know I love to go beyond expectations, right? I've also added the ability to perform alongside your Follower. While performing with them, you will gain more gold, and reduce Creature damage. Payment is according to whoever performs' Sex Skills, so you can train your Followers like sexy Pokemon to earn more gold. As well, if you choose to perform alongside your Follower, both of your Sex Skills will be added together for even more gold! At low levels, this doesn't amount to much more, but if your Follower is skilled, you can get an extra +100% gold. I've also added the option to 'Rotate' with your Follower, which makes it so that you can queue up 2 simultaneous scenes. This is an interesting way to speed through Tavern deeds, attracting the most clients to satisfy for greater gold earnings. This truly showcases the variety of excellent animations created by Babo and others. I've also made some tasteful adjustments to how Creature Deeds work with this new system. I know there are few animations that feature '2-Humans plus 1-Monster' (it's usually the other way around, with 2+Creatures and 1-Human), and so I decided that when you choose to Both perform, it will always split animations between you and your Follower. When you choose to both perform a Creature deed, it will queue up 2 simultaneous scenes, with each of you and your Follower 'training' one or more creatures. You can have up to 8 Creatures banging away on 2 Humans, provided you have animations for them. This way, Creature deeds truly reflect the chaotic mess of monster fucking. It should be obvious that I'm proud of where I got with this. I know you will all love what I've made for us to enjoy. So head over to my Patreon and download the Followers expansion! Spoiler Edited April 6, 2023 by QuestWave 2
Hangot Posted April 6, 2023 Posted April 6, 2023 Do normal missives still generate alongside the dirty ones? I haven't messed around with this mod much, but all I'm seeing is the dirty missives at the moment.
QuestWave Posted April 6, 2023 Author Posted April 6, 2023 2 hours ago, Shenchi said: Do normal missives still generate alongside the dirty ones? I haven't messed around with this mod much, but all I'm seeing is the dirty missives at the moment. It shouldn't prevent any other Missives from spawning. In my game I see both Dirty Deeds and regular Missives. Check if Missives spawn while Dirty Deed is disabled, and make sure DD is loading after Missives. Good luck!
QuestWave Posted April 6, 2023 Author Posted April 6, 2023 (edited) On 4/4/2023 at 4:56 PM, Mad Unikorn said: Just made the mod reset you told and got rid of the older version, still got no dialogs when talking to creatures. I had a few creatures working with Wandererzero patch and now they arent working anymore, like wolfs and giants. Can you try making a New Game, pick up the Wolf deed, and talk to one? Fastest way is to test is: type 'help calm' in console, then 'player.addspell [ID of calm spell]', then spawn something like a wolf nearby by 'help wolf' then 'placeatme [ID of a wolf]. Cast on wolf and talk to it, see if that works. I was hoping that resetting the mod would cause it to reinstall OK, but it may be the case that only a genuine New Game works. Hope that helps! Edited April 6, 2023 by QuestWave
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